marketing & sales edition>Demo DaysNEXT: https://itch.io/jam/agdg-demo-day-71Previous: https://itch.io/jam/agdg-demo-day-70>AGDG Resourceshttps://hackmd.io/SNd2YQugRG-36CLYc8Og2w>Progress Posting Guidehttps://pastebin.com/0xEt5atn>Helpful LinksNew Threads: >>>/vg/agdgArchive: https://arch.b4k.dev/vg/search/subject/agdg//agdg/ Steam Games: https://made-by-agdg.vercel.app/>How to WebMhttps://obsproject.comhttps://github.com/argorar/WebMConverter>Previous Thread>>586779560
i don't see why anyone would use unity or unreal in a year from now when anyone can be an ai enginedev chad
>You survived the slop bubblehttps://www.youtube.com/watch?v=3GwjfUFyY6M
>>586902647i made my own engine using gorilla3d + brutal
>>586902697post your game real quick
>>586902647probably saves a few billion tokens not making AI reinvent the wheel by making you not-unreal
>>586902667I'm not copying Unity or Unreal.My engine has a completely different experience than Unity, Unreal, or Godot.
>>586902820these are old screenshots, any fresh proggy?
>>586902786what i have now took me a day and barely cost me anything and no recurring unity or unreal fees
>>586902917I made this Egg to refine my N64 Adjacent Art Style.The work done today on the engine was not visual. It was implementing an ECS and Asset Compiler which reads Invisible Blender Boxes and then makes Collision shapes for them in simulation.
>>586902924is it this? lol>>586902820
>>586903082@NINTENDO@REGGIE@SAKURAI @MIYAMOTO
>>586903085What's your point? He obviously doesn't need a big multi purpose game engine.
>>586903085i'm a different anon
>>586903076post some rendering code
No one here is stupid enough to think he can code better than Claude right? Pffftt hahahaaha.
>>586903426anthropic can't even use claude.they mention that you shouldn't dictate any explicit verification phases for opus 5.5 (because its trained to verify by itself) but whenever i prompt an audit of a previous script it usually finds 1-4 real issues.
>>586903242since it's a different anon it's not applicable. but the other one could imply the engine he has is an unreal replacement
progress
continuing from the other thread but how well does claude handle existing projects and UE5 specifically. i don't really use code in mine and just rely on blueprints since i'm a codelet, but if it speeds thing up, works, and isn't obvious with a big 'claude' mark on it then i'd use it for actual code instead of just asking for more blueprint schematics.
Is claude good at making sexy horse girls?
>>586903758bruh just sub for a month and try it out holy shit you are not signing up for war
>>586903886redeem an ad, sar
>>586903938there is no way to know for sure if you'll like using AI until you try it
>>586903758if you don't use it for hero prop 3d modelling, level design, writing, UI, human character animation or sound effects. you will pass as a real game.
>>586904035SARRRRRRRRRRRRRR
>>586902496>>586902496https://hornymonkydev.itch.io/waifu-survivorsI just updated my new game.I made a parody of “Survivors” with copyright infringements end up in a cave full of monsters and upload to itchio.The game has been out for 10 days and has only had 50 plays on itchio.
>>586904170SIRSSSSSSSSSSSSSSSSSSssssss
>>586904170VERY IMPRESSIVE SLOP!!!!!!!!!HOW STRETCH SPRITES SO NICEFUL???
>>586904170You would have more plays if it didn't have survivors in the name.
Google Play Store.Apple Arcade.Little Rock Games.Rocket Weasel.Rapid Fire Games
this was yesterday
>>586902496FVARKING ZASEDwhat happened to dirk?
>>586903886only once i'm sure it's worth it>>586904083that's good to know
>>586904787a bit later
>>586905271post the render code for that scene, i wanna see that $2400 quality
>>586905271with ragdolls, navmesh, animations, physics, morphs, effects and more
>>586902496FVVVVAAAARKIING BASEED SAAAAAAAAAAAAAR
>>586905451it's not one render code i told it to make it's own shader lang and webgpu, vulkan and opengl backends but i can attest the quality is good
it's currently busy refining spline tools, terrain and pathing
>>586905902post the vulkan device extensions ctrl-f "VK_KHR_swapchain" and hopefully grok is using a static array with the rest
>>586905627>gamelet lud>>586906139>yesdev AI Chad
>>586906178>VK_KHR_swapchaini did a grep for this but the only results were third party khronos vulkan_core.h
>>586906569try: VK_KHR_SWAPCHAIN_EXTENSION_NAME
eggress
>>586906139>>586905902i love the dreamy soft feeling of this, i'm definitely going to steal this kind of feels
>>586906767cute!
>>586906449>Aifags still dont know what yesdev actually meansClaude really killed aggydggy
>>586906864post your game, you won't
>>586906951he doesn't have a game
>>586906864assraped luddite freak
>12 hours leftAAAAIIIIIEEEEEEE
>>586906689also no results but there was a swapchain source in the vk backendhttps://sharetext.io/61p62ho3
>>586906951>>586906951Im one of the only people still posting proggy here, yall niggas need to start posting (((your))) own games
>>586907308ai schizo, now is your chance! repost this with her laying eggs or whatever floats your boat.
>>586907402>also no resultswell you literally need it to present anything but >engine_mutex_lock(&d->queue_lock);>VkResult r = d->fn.vkQueuePresentKHR(d->queue, &pi);>engine_mutex_unlock(&d->queue_lock);I've seen enough
>>586907308is there a 1 hit you die mode? I like the eye beam
>>586906767FVVVVVVVVVVAAAAAAAAAAAARRRRRRRK!!!!
>>586907549
>>586907670I'm adding a hard mode later.
>>586907240>>586906951>>586906449
uh oh 'meltie alert
>vkDeviceWaitIdle with swapchain image get wew lad
>>586907567well i did tell it not to use the standard library because i hate emscripten and stdlib and give it a range of targets which probably made it worse too.hadn't really looked at this in particular. you're right this can be bad. it asked me which design i preferred and pushing things each frame or doing it multithreaded standard or following some naughty dog talk. i would have to dig deeper but on first glance i get where you're coming from with.engine_mutex_lock stallingthe way I started this claude session was."I want to build a modern modular 3D game engine. Ask me questions."then it just gave me a quiz of what i wanted and made a plan and i said go.
>>586908073it's just dated and about what i expected with generated vulkan.You should eventually move to timeline semaphore-based synchronization, but absolutely make another branch before you do.You should also get rid of any `vkDeviceWaitIdle` outside window resize / swapchain rebuilding, because it murders performance and hides synchronization issues.Assuming grok implemented vulkan debugging (search for "VK_STRUCTURE_TYPE_DEBUG_UTILS_MESSENGER_CREATE_INFO_EXT" )When you get bored one day, open up `vkconfig`, toggle the "validation" config. Then run your game and see what problems need fixing.
>>586907308The Kanna
>>586907308>great art>some of the most bland and uninspired gameplay aroundHire an ideachad, artstacy.
>>586908720i did catch it making some simplifications during the process on other parts which i had to retell it to do things which it just wrote to some LIMITATIONS.md.i don't remember anything about when it was writing the vulkan part and maybe it did paste boilerplate in there, it's not really a big concern for me as it only tested it through llvmpipe. maybe the details or priority of vulkan got lost in the huge objective it was given. for now if it plays and the performance is good enough that's fine for me. the type of game i want to make in it isn't very demanding even opengl 4.6 with the extensions would be fine actually. if it becomes an issue i'll look into it, thanks.
>>586907849LITERAL snailcattle
>>586909685>it only tested it through llvmpipeyeah that's software rendering, no wonder.good luck and maybe just focus on the opengl one
>>586909339give him an idea
>first build rejected because I added workshop (two weeks after submitting the build)>second build waiting to get approved since late october my game was set to release on monday
>>586910430i'll trade kanna an idea for each new level he makes
>>586910013yeah i know llvmpipe is the mesa software rasterizer and i've had issues in the past trying to run it against a real gpu too so i know it's not perfect. i just have claude working on the website and test the web version because it has multiple backends when it compiled the artifacts. i'm not an expert on the latest vulkan or something and i know they changed a bunch of stuff in 1.4 but i know that you have more control over memory and better able to line up the cpu and gpu frame times as a consequence, directly writing to host/guest altough there are some gl extensions now too. all i tried to say is just i haven't really tried the vulkan backend myself yet.
>>586910013comment was too longalso nevermind i forgot i can use claude now i just told it what you told me.>The backend already uses timeline semaphores. Now the vkDeviceWaitIdle call sites and how validation is configured:Partly right. The specific things they predicted were already fine, but their real advice, to turn on stronger validation and look, found genuine bugs.What was already modern:Timeline semaphores: the Vulkan backend already does all CPU–GPU sync through one timeline semaphore, with no fences. It also already uses Vulkan 1.3 with synchronization2 and dynamic rendering. So there’s nothing to migrate.vkDeviceWaitIdle: it’s only called at device teardown and when a swapchain is destroyed or rebuilt (resize, out of date). That’s exactly the exception they named. The engine’s own “wait idle” waits on the timeline, and only shutdown code and tests call it.Validation: the debug messenger they mention exists, and debug builds already ran the validation layer, failing CI on any error.Where they were right: we only ran the basic checks, which reported nothing. Turning on synchronization validation — what their vkconfig suggestion amounts to — found three real classes of hazard that could cause flicker or wrong results on real GPUs:Start-of-frame transitions waited for nothing. The scene’s colour and depth targets could be transitioned while the previous frame was still writing them. Swapchain images could be transitioned before the acquire semaphore’s wait.Nothing ordered one submit after another on the GPU. The engine assumes later submits see earlier writes, as WebGPU and GL guarantee, but Vulkan doesn’t provide that by itself. Each command list now starts with one global barrier, a handful per frame.Overlapping GI updates when streaming. Neighbouring streamed cells’ GI data shares border probes. When several arrived in one frame they were copied in no fixed order, so which cell’s probes won was up to the GPU.
holy fuck just tell Claude you want modern 1.3 Vulkan features
>>586911032let them live out their last days happy
>>586910887>supposedly using timeline semaphores with a mutex on queue presentyeah, claude is not replacing graphics programmers anytime soon. I would nuke the vulkan backend and stick to opengl
thoughts?
regret not daring to do moreI had a lot of game-prototypes that I never developed further because I knew I couldn't implement everything I wanted and didn't want to sell a half finished productmeanwhile countless devs have been making millions with games that have been sitting in Early acess for the past 5 years
>Demo day is tommorow>next week I should be good for making a jam game, but after that my free time is cooked
>>586911238some kind of ghost?
>>586911259same. >2016>seeing if my game idea is unique>oh damn, someone already thought of mixing dominion and dungeon crawling, I don't want to step on any toes.
>>586907308How come no one's stolen this game?
>>586911259>>586912083Just fucking do itBetter to have done and failed than to eternally ragrat
>>586911960>demo day is tomorrow>but SI could end todayplease god just two more days, there's only one game I need to clone